Devlog4 - Collectible Items & Late-game Areas


One of the main reasons I chose to make a Metroidvania is that I enjoy the feeling of becoming stronger after a long period of exploration and finally acquiring new items. Now, it’s time to actually develop them.

Beyond basic stat upgrades, I want to add more, such as:

Facing danger head-on when evasion is impossible.

dash

Defensive options for emergencies.

explosion

And more…

item

Abandoned Designs

As a beginner in game development, learning to cut “cool” ideas that don’t work in practice is an unavoidable lesson.

For example, Jelly was once the core item of the entire game — all actions revolved around using it. But through testing, I realized that when danger is imminent, forcing players to slowly take out an item and use it isn’t a good design.

Similarly, Echo Desert was originally themed around “quicksand,” and the map was filled with hidden traps. In reality, this wasn’t fun — it just caused meaningless damage.

Still, I don’t want to waste these ideas entirely. In later stages, there will be areas that integrate these mechanics — but in moderation.

jelly

Story & Worldbuilding

For Bread Adventure, I want to focus on gameplay rather than writing a novel. The story isn’t the centerpiece, but building a logically consistent world is still necessary.

Where do the food characters come from? Why do artificial foods exist in an natural environment? These questions will be answered aboard the Malmart Cargo Ship.

ship

Next Demo

With the Steam Next Fest approaching, I’m preparing a brand-new demo!

It will feature more areas to explore and two new bosses — stay tuned!

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